Ilbranteloth
Explorer
See now I think this requirement alone makes more difference to healing than changing the healing rules. There was never a point in our AD&D games that we actually roleplayed out a week in town while waiting for someone to heal up 1-2hp per day, we just hand waived it. If someone wanted to do something specific during that time we might have spent a short time on it but usually we just hit the fast forward button.
The problem though with NOT allowing a long rest is the class related abilities that need that long rest to refresh. Casters need their spell slots back yet melee generally get their abilities back on a short rest. It's really a conundrum for my group because as AD&D players we found 5E to just be over the top for healing.
Last year though we decided to switch back and play a 2E campaign. I ran them through a mix of B2 Keep on the Borderlands and T1 Village of Hommlet. I changed the Kobolds in Cave A to undead Kobolds. Between clearing Cave A and then going to the Moathouse, the players probably ran back to town about 7 times, dragging unconscious characters and licking their wounds. While we all consider ourselves firmly "old-school" players we found it was pretty tedious after a while. All the treks back to town to heal only served to eat up real life game time, disconnect the players from the actual story, and really break the "immersion". I had to continually rewrite the story because it made no sense for the everything to just get put on hold each time the players needed a timeout to heal.
I am not a fan of just being able to hold up in a dungeon to get back to full but would prefer some type of middle ground. I think a 3 tier rest might be better than 2 tier. Short rest for abilities, long rest for spells, complete rest for hit points. HD use during any of the above.
If you aren't using the base rest rules, what are you using?
While the need for some classes to recover long rest abilities is a consideration, if you're trying to simulate AD&D, the waiting until a safe place actually does make some sense. Many folks forget how long it took for a wizard to actually memorize their spells. For example, to be able to recover a 9th level spell required 12 hours of rest, and then 2 hours and 15 minutes to memorize the spell. That's for a single 9th level spell.
To have an 9th level spell, you'd be 18th level. To recover all of your spells required that 12 hours of rest plus 34 hours and 45 minutes to memorize them all.
Having said that, they could choose to recover some of their slots. In our case, there weren't that many trips back to town simply because my players try to avoid combat unless they have a clear advantage. But our game is more focused on what I think D&D was originally about - exploration. That's kind of the key word for me as we'd explore the world, the characters, and the adventure itself.
I don't have any issue with them taking a break within a dungeon to rest. We've never had issues with the 5 mwd because my players always treated their characters as real people in a real world. They have a sort of routine - breakfast, adventure, lunch, adventure, make camp and dinner. I was originally quite concerned with the 5e rest system, because I was running a game for a different group and one of the players wanted to stop for a short rest after every encounter. I realized my issue wasn't so much with the recovering abilities as it was with the idea that they would stop and do nothing for an hour after every combat. So shortening a short rest to 5-15 minutes and assuming they would always recover short rest abilities (plus eventually putting a limit on the number of times they could recover those abilities) did the trick for us.
Also note that it's my players that are constantly asking for me to add more restrictions or consequences to their actions, even those that never played earlier editions.